You'll never get anywhere if you say you won't, we all begin from somewhere. I'm still amazed at how bad my old maps were compared to what I build now. Level design is an art, and like most artists we're are never happy with the "final" product. Just keep practicing and getting feedback, that's how you learn.

I do enjoy the C point, certainly has a gravel pitish feel to it.

The B point only looks like it only has two entrances (at least as far as I know looking at the 5th screenshot). One of these entrances looks like it leads to a terrace that doesn't look like it has a ramp or staircase connected to it. If it were me I'd add a staircase or something to the back entrance.

The A point seems good, but I think it needs some form of cover in front of it. Awfully open, potential for overpowered heavies or sentries.

last test went well. I got mixed signals on how fun the points were, but it was clear that C needed to be reworked, so I really focused on that. I also made BLU spawn face straight out so people aren't inclined to go to B as opposed to A.

a7:
-made C more open
-added battlement at C
-reworked A
-made BLU spawn more normal
-gave BLU more height advantage at C
-blocked engies from getting up on the top of the blast furnace (hopefully)